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Spells:
Teleport
Flash
Ability Order
Prowl (PASSIVE)
Nidalee Passive Ability
Introduction
My name is Skymin_Flower, and I play on the NA Server. If you haven't heard of me (99% of you), then that doesn't surprise me, I am not a pro player by any means! However, I hope that doesn't make anyone biased against this guide. As with all guides, if you downvote, please give constructive criticism. Constructive criticism is also appreciated with upvotes too!
This is my first guide that I have ever written on Mobafire, and it will be about my favourite character,



In the current metagame, the two most popular lanes for



There are few dwellers, let alone champions, residing in the blasted and dangerous lands that lie south of the Great Barrier. Much of that world still bears the scars of past Rune Wars, especially the mysterious Kamungu Jungle. There are long-forgotten treasures in these strange places which many risk life and limb to acquire. The champion known as
Nidalee was only a young girl traveling with her treasure-seeking parents when they lost their way in the dense, rainy jungles. The jungle was unforgiving, and she watched her parents suffer agonizing final days as they fell victim to a mysterious and vicious disease.
As improbable as it was for a child to survive in the inhospitable jungle by herself, she did just that. Her youthful innocence and a fortunate naivete caused her to appeal to the beasts of that place and she was taken in by a family of cougars and raised as one of their own. She grew and somehow absorbed the raw magic of the dense wilds, evolving beyond both her human physiology and her feline affectation. On one pivotal day in her life, standing over the torn remnants of a Noxian squad of woodcutters,
Nidalee chose to rejoin the so-called civilized world, to fight in the League of Legends so as to protect the vast woods from both Demacia and Noxus.
"
Nidalee was taught to fight by her feline family, battling viciously with tooth and nail. Something in her feline ways may draw you to her, but remember that she is no pussycat."

As improbable as it was for a child to survive in the inhospitable jungle by herself, she did just that. Her youthful innocence and a fortunate naivete caused her to appeal to the beasts of that place and she was taken in by a family of cougars and raised as one of their own. She grew and somehow absorbed the raw magic of the dense wilds, evolving beyond both her human physiology and her feline affectation. On one pivotal day in her life, standing over the torn remnants of a Noxian squad of woodcutters,

"

This chapter will serve to help out any players that are new to
Nidalee, or have little experience with her. If you have more experience, feel free to skip this section, or better yet, suggest changes or things I have not considered.
Nidalee is, in my opinion, a very unique, powerful, and rewarding champion to play. As stated in my introduction,
Nidalee can be played solo top (AD bruiser or AP), mid (AP), AD carry, support, or even jungle (not recommended!). The reason Nidalee can be built in so many ways is because of the versatility of her spells, and her two forms, human form and cat form.
Nidalee is at first, a ranged champion. This brings with it all the pros and cons of being ranged. Although she has a relatively short range compared to most other ranged champions, her range is useful to help her against melee characters (very useful for top lane), and the ability to kite around many characters that beat her in a straight up 1v1 at melee range.
When she hits level 6, she gains her ultimate,
Aspect Of The Cougar. This spell transforms her into a cougar, granting bonus Armour, Magic Resist, Movement Speed, and making her a melee ranged champion. Lastly, all of her spells in cat form cost no mana, making her entirely cooldown dependent. Luckily, these cooldowns are extremely short!
The most challenging aspect of playing
Nidalee, in my opinion, is knowing when to be in which form, and not getting caught out as a result of being in the wrong form at the wrong time. The cooldown on her transformation is only 4 seconds, but when you are in human form trying to escape a gank, if you have just transformed back from cat form, those will be the longest 4 seconds of the whole game for you!
AD
Nidalee is not a teamfight character. She has no natural CC whatsoever, and because of this, she lends herself more to smaller engages, where
Amumu and
Sona are less likely to use gamechanging, AOE CC ultimates. While she is strong in small engages, her favourite thing to do is splitpush.
Nidalee is one of the best splitpushers in the game. Her cat form clears minion waves like no tomorrow, due to spammable AOE spells, and her attack speed steroid allows her to take down turrets quickly as well. She is also incredibly slippery, as many players know, catching a
Nidalee in the jungle is incredibly difficult. The only thing she naturally lacks is a reliable way of getting to her teammates in the case of a fight.
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When she hits level 6, she gains her ultimate,

The most challenging aspect of playing

AD





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Pros+ "Safe" top laner, hard to counter + Cat form spells use no mana + Extremely mobile + Hard to successfully gank once she has her ultimate + Farms and pushes very easily once she has her ultimate + Transforms! |
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Cons- No CC, not even a slow :( - Low kill potential before ultimate - Outscaled by some other common top laners - Somewhat team dependent, regardless of build - Sadly to say, quite buggy (hoping this gets fixed soon!) |
For a character that relies on bullying her lane above all else, 21 masteries in the Offensive tree is the way to go. The choices are how you use them, and where to put the remaining 9 mastery points.
This is my preferred set up. I like the extra early game health from
Veteran's Scars
, along with the armour from
Hardiness
. This helps prevent taking ungodly chunks of damage from top lane bruisers like
Renekton and
Darius (they will still hurt, don't get me wrong).
Offensive Tree:
Summoner's Wrath
: Take this if you take Ignite or Exhaust. I rarely change my page if I am not running these two spells due to laziness. If you have neither of these, feel free to spend the point elsewhere in the Offensive tree.
Brute Force
: Take this for a little extra AD early game (every little helps!)
Butcher
: For easier last hitting. Of course, if you feel this is unnecessary, spend these points elsewhere.
Alacrity
: Standard for most AD characters, to get access to the rest of the Offensive tree. A little bit of attack speed helps as well.
Sorcery: CDR is very useful for
Nidalee, primarily for her heal. The more sustain you have in lane, the better!
Demolitionist
: To help take down towers both early and later in the game.
Weapon Expertise
: 10% Armour pen is very useful throughout the whole game, especially when your opponent in lane starts to get some armour.
Arcane Knowledge
: This is not an AP build, but
Nidalee outputs a lot of magic damage no matter how you play her. Your cat form combo uses magic damage, and spears help to finish off those runners who survived on slivers of health.
Sunder
: Flat armour pen is very useful early in lane. The more your auto attacks hurt, the better.
Executioner
. Synergises very well with
Nidalee's Q (both human and cat form).
Takedown is used as an execution move in cat form, and to finish off stragglers in human form. Either way, your target will often be below 40% HP, making the extra 6% damage a real bonus.
Defensive Tree:
Resistance
: Mainly because there is nothing better in my opinion. If you are laning against an AP character, take 3 points in this, and 1 in
Hardiness
.
Hardiness
: Most top laners you face will be AD, making this invaluable early game.
Durability
: A nice little boost to your HP, but mainly I take this so I can get the next mastery.
Veteran's Scars
: One of the few masteries where you will notice an immediate difference to your game. This mastery gives you a much safer lane in the lower levels.
Unused:
Deadliness
:
Nidalee is not focused on waiting for late game to come around. By the time it comes, if you need damage, you will have built some items for it. This mastery does not really help our early laning.
Lethality
: Again, Nidalee is not aiming to pump out critical strikes.
Trinity Force does give us a critical chance however. I would put a spare point into this if I didn't have to waste 4 points on
Deadliness
.
Vampirism
: I almost always end up with at least 1
Doran's Blade, and often with 2. This mastery is for AD Carries with no sustain in my opinion.
Nidalee has plenty of sustain, along with the lifesteal from
Doran's Blade. I feel these points could be spent better elsewhere.
Another set up, if you feel that tankiness is unnecessary, and the movement speed gives you more utility. Honestly, the movement speed is the main reason for specialising in the Utility tree.
Utility Tree:
Summoner's Insight
: I wish I could take this with the 21/9/0 mastery page, but I feel
Executioner
and
Veteran's Scars
are too valuable. Shorter cast time on
Teleport, and a reduction of the cooldown on
Flash. Very useful.
Expanded Mind
: More useful than
Good Hands
, and gives that little bit extra mana during lane. Not a bad mastery.
Swiftness
: The main reason you would specialise in this page.
Nidalee is a mobile character, and this mastery adds to her already incredible escaping and kiting abilities.
Runic Affinity
: Always a good mastery to have. AD
Nidalee should not be priority when it comes to buffs, but if your mid and jungler are characters who do not really need blue, then why shouldn't you have it? Red buff is also useful for AD
Nidalee, but should usually be given to your AD carry.

21/9/0
This is my preferred set up. I like the extra early game health from




Offensive Tree:














Defensive Tree:





Unused:










21/0/9
Another set up, if you feel that tankiness is unnecessary, and the movement speed gives you more utility. Honestly, the movement speed is the main reason for specialising in the Utility tree.
Utility Tree:













Greater Mark of Attack Damage
// Extra AD early game, pretty standard. It makes quite a difference to your auto attacks at low levels, which are your primary form of damage.
Greater Seal of Armor
// Again, pretty standard for a top lane laner. Armour runes are to help deal with the strong AD characters you are likely to face.
Greater Glyph of Scaling Magic Resist
// I take these instead of the flat MR Glyphs due to the fact that you will usually not be taking a lot of magic damage until later in the game. Of course, if you are going to lane against an AP character, you can take flat MR Glyphs instead.
Greater Quintessence of Movement Speed
// These are possibly my favourite runes. With these, and the bonus movement speed fromAspect Of The Cougar and
Trinity Force,
Nidalee can outspeed almost every other character with Tier 1 boots! Much like the
Swiftness mastery, these capitalise on your mobility, allowing you to escape and kite to no end.
There are many viable runes for AD Nidalee, you just have to try them out and see which ones work best for you. The Quintessences and Marks especially are completely open to player preference. I feel that the Seals and Glyphs are fairly standard though.
My Summoner Spells




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Viable Alternatives







If a summoner spell is not listed here, it is because I don't think it is a good choice on

Example Summoner Spell combinations:
1.


2.


3.


4.


5.






This passive is so useful that I have dedicated an entire section to it under "Helpful Hints".





In cat form, this spell is an auto attack enhancing, execution move with huge AD scaling. It is your primary damage spell as AD

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Tips and Tricks
- Distance between you and your opponent is calculated based on your position when the spear hits. This means if you throw the spear, and run away from your opponent, the spear will do more damage when it hits. Better yet, throw the spear, quickly turn into cat form and
Pounce away from them!
- In cat form, this spell resets the auto attack timer, which is useful when attacking turrets, inhibitors and for last hitting.
- Occasionally I use this ability in human form to last hit a seige minion that I am being zoned from. I don't make a habit of farming with this skill, however.
- This is more for AP Nidalee due to the increased damage on her spear, but use this to try and steal Baron, Dragon, or any of the jungle buffs safely. The range means that you won't be put in any danger, so it is always worth a try!
- Use these sparingly, try to conserve your mana for
Swipe.




In cat form, this is a small blink. It lets you jump over some walls (read the Helpful Hints section!), and is useful for getting to places faster. The only problem is, this spell makes you jump in the direction you are facing, not the direction your cursor is in. Most of the time this is not an issue however, and overall a great spell.
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Tips and Tricks
- Unlike
Teemo's
Noxious Trap,
Nidalee's traps are untargetable.
- Use this to scout bushes instead of facechecking, and to leash for your jungler without even being there!
- If you take this at level 1, use it to leash blue, and place two traps in the river and surrounding entrances to the jungle (or three traps if your jungler starts red). After this, recall to base, and you will get all your mana back just in time for minions spawning! Very useful.
- At rank 5, the armour/MR shred is MASSIVE. 40% reduced defences for 12 seconds is ridiculously good (the same shred as
Last Whisper and
Void Staff). If someone has stepped on a trap, focus them! Go out of your way to harass a little if this is in lane, because you will hurt them quite a bit more.
- Spam this spell in cat form to cover more distance.



In cat form, this is a small AOE nuke, that does damage in a cone in front of you. There is no indicator of the range, but after a while you will get a feel for it. The damage is quite small by itself, but it adds up when combined with


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Tips and Tricks
- Use this on yourself as much as possible when splitpushing! The extra 60% attack speed DOES make a big difference.
- In a teamfight, you will usually want to heal your AD carry just as the fight starts, and then transition into cat form. Your AD carry does more damage per auto attack, and using this on yourself in a full on 5v5 teamfight is usually a bad idea, because you simply don't do as much damage as your carry. In smaller fights, or if the AD carry is not there, try to have in your head a "priority list" for who gets your heal.
- In cat form, this is a useful harass tool, and is also useful for last hitting.




Unlike


Obviously, you want to max this whenever you can.
Tips and Tricks
- If someone JUST escapes from you in cat form on low health, transform back to human form and hit them with an auto attack. It is easy to forget but this does count as a spell, and as a result, it does proc
Sheen,
Lich Bane and more importantly,
Trinity Force.
- Knowing when to be in which form is vital. Generally, you want to always be in cat form when escaping, unless you are kiting. If a teamfight is brewing, you want to be in human form for traps, poke, and heal.
- Remember that you gain armour and MR upon transforming. If you see a
Requiem above your head, it is always worth a try to change into cat form and hope the extra MR is enough to save you.

As far as I am concerned, this is the optimal sequence for





Now that I have covered
Nidalee's moves, this chapter will give you some hints as to how to use them to their fullest potential, and some general tips for playing
Nidalee.
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If you play
Nidalee for any length of time, you will come to realise that brush is your best friend. You begin to associate brush with safety and being untouchable, and for good reason! Your passive makes you damn near uncatchable in brush, especially in cat form.
As a result of this, a good
Nidalee will spend most of her laning phase in the brush. Not only does it let you dart in and out quickly to last hit and harass, but it means your opponent cannot target any spells on you for the majority of the time in lane. Also, most smart opponents will not follow you into the brush for fear of getting kited, stepping on a trap and then having to fight a
Nidalee while their defences are lower than usual. Either this, or she gets away anyway.
One thing I feel that a
Nidalee player needs to know is which walls you can jump over in Summoner's Rift. Knowing these jumps greatly increases your mobility in the jungle, and can force an enemy to either flash after you, or give up the chase. As a general rule, any wall that looks like it can be jumped over, can be. However, below are some of the less obvious jumps, and some of the most useful ones as well.
Remember, the map is symmetrical, so the jump that works at Baron will also work at Dragon, and so on.
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As a general rule, especially when it comes to the more difficult jumps (like Baron pit), try to spot a landmark that indicates where you can jump (in this case, the torch makes a good landmark).
Nidalee has three, manaless, short cooldown spells in cat form. As a result of this, you will usually use all three of them everytime you engage your opponent. Below is a few variations of what might appear to be the obvious order of spells, and what situations these are more useful in.
1. "Obvious Combo": W -> E -> Q
This is the combo that most people will use. Jump onto the enemy, Swipe for that little bit extra damage, and Q to finish. Good because it reduces their health as much as possible to scale your Q a little harder. This is also used to clear minion waves quickly.
2. "Chasing Combo": W -> Q -> E
This is the combo you will want to use while chasing. On a stationary opponent, or one that is running towards you, the first combo is best. However, if they are running away, by the time you Swipe, they may be out of range for your Takedown, which means you waste time catching up to them, or even risking them dashing out of range completely.
Secondly, with
Trinity Force, this combo attempts to proc the
Phage component, slowing them down before they can get out of range.
3. "Harassing Comb": E -> Q -> W
This combo is used when you are already close to a target, or they are chasing you and you want to damage them a little. Swipe for a little more damage, Takedown as the main damage component, and then Pounce away. Too easy!
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Unfortunately,
Nidalee is a character with quite a few bugs. This should not put you off playing her, but I am going to make you aware of the most common bugs, so that you don't learn by grim experience.
1.
Nidalee's cat form has awful pathing. As a result, when moving through minion waves in cat form, if you use a spell that activates in the direction you are facing (which sadly, happens to be 2/3 of your spells in cat form), you may use the spell in the wrong direction entirely, due to hitting a minion and changing direction at the last second. Very annoying.
2. If you activate
Pounce or
Swipe immediately after coming out of cat form, you will not use the spell on the desired target. If you used
Pounce, the trap will be placed directly underneath you, and if you used
Swipe, you will heal yourself, no matter who you clicked. In short, wait half a second or so after coming out of cat form to use your spells. There used to be a similar bug with
Takedown, where the spear would be thrown backwards. That was a nasty bug indeed.
A full list can be found here: Nidalee has bugs! Didn't you know?


Brush

If you play

As a result of this, a good


Wall Jumping
One thing I feel that a

Remember, the map is symmetrical, so the jump that works at Baron will also work at Dragon, and so on.
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1. Blue Buff
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2. Baron pit
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3. Wraith camp
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4. Mid side bushes
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5. Wall seperating the jungle from top lane
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6. In front of wolf camp
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7. Into the river
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8. Double Golem camp
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As a general rule, especially when it comes to the more difficult jumps (like Baron pit), try to spot a landmark that indicates where you can jump (in this case, the torch makes a good landmark).
Cat Form Burst Combo

1. "Obvious Combo": W -> E -> Q
This is the combo that most people will use. Jump onto the enemy, Swipe for that little bit extra damage, and Q to finish. Good because it reduces their health as much as possible to scale your Q a little harder. This is also used to clear minion waves quickly.
2. "Chasing Combo": W -> Q -> E
This is the combo you will want to use while chasing. On a stationary opponent, or one that is running towards you, the first combo is best. However, if they are running away, by the time you Swipe, they may be out of range for your Takedown, which means you waste time catching up to them, or even risking them dashing out of range completely.
Secondly, with


3. "Harassing Comb": E -> Q -> W
This combo is used when you are already close to a target, or they are chasing you and you want to damage them a little. Swipe for a little more damage, Takedown as the main damage component, and then Pounce away. Too easy!
Nidalee and her Bugs

Unfortunately,

1.

2. If you activate





A full list can be found here: Nidalee has bugs! Didn't you know?
Item Sequence






Trinity Force
3333

Youmuu's Ghostblade
2800

Guardian Angel
3200

Warmog's Armor
3100

Banshee's Veil
3000
Starting Items
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You can take this against a heavy AD top laner. Between movement speed quints and her passive, ![]() ![]() ![]() |
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Early Game Items
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sight ward | space |
Always remember to buy wards! Never leave base without at LEAST one ward. I usually try and get two every time I go back. The good thing about top lane is that it is easy to ward against ganks, so use this advantage! Top lane characters tend to snowball quite hard with a kill or two, and the last thing you want to face is a ![]() ![]() |
space] | sight ward |

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Phage is usually the next item that I build after I get my Doran's Blade(s). It gives some very nice HP and some AD, but we mostly take this item because of the passive. It is very effective against melee characters such as ![]() |

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I really like this item, but I hold back on it because it doesn't give you any tankiness. After ![]() ![]() ![]() |

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The next item that I get is ![]() ![]() ![]() ![]() |
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Core Build
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These boots are almost always the most useful in my opinion. The 35% tenacity is just way too good to pass up. The magic resist is also a nice little bonus, as I rarely build MR until I have finished an armour item. I usually finish these just after ![]() |

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The best item for AD ![]() ![]() |

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This is an item that I used to buy, stopped buying, and then started buying again. As I have said, CDR is very, very good on ![]() |

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The highest amount of HP from any one item. A good tanky item, and even though the famous "Atmog" build has been nerfed a lot, Warmog's Armor is still a great item for any bruiser. If you need resistances more than you need HP, just grab ![]() |

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If you have gotten this far, then the game has progressed far into the late game phase. At this stage, everyone will be getting Guardian Angel, and you are no exception. If you are really fed, you can also take this earlier, as it gives a chunk of armour and MR, along with the invaluable passive. Amazing late game item, and very demoralising for the enemy team if you get it early. Build this out of ![]() |

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This is my go to MR item. Gives us HP, mana, and a very nice passive with a relatively short cooldown. I build this out of the ![]() |
Boots
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I don't really get these boots, but you can, because CDR is nice on ![]() ![]() ![]() ![]() |
Early Game

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Popularised by TPA's Stanley. Take this when facing a top laner that does a lot of magic damage, such as ![]() ![]() |

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Also popularised by TPA Stanley. I tried it out, and I have to say it is really good. 10% CDR and 250 health, along with the passive healing yourself for more. For these stats, it is incredibly cheap, and I end up buying it quite a lot. In conjunction with ![]() |


philosopher's stone | space |
A GP10 item, and an alternative to Chalice of Harmony for mana regen. An ok item, but not for ![]() ![]() ![]() ![]() ![]() |

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Gives GP10 and HP. As I said above, I don't like GP10 items on ![]() ![]() |

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This is another item I am not a fan of. If you are against an AP laner (the only time you should be buying this item), I think that the Chalice of Harmony / Spirit Visage combination is much more effective. Furthermore, I think that ![]() ![]() |

Damage

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This item is good if you are REALLY fed. If you feel like you can get this item, roam, and snowball your other lanes, then go for it. I almost never get this item though, the only time I would get it was if I had finished Trinity Force before the laning phase has even ended. It is rare to get this fed, so this is not a common item on ![]() |


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Good if you need damage and the enemy team is stacking armour. Again, very situational. If you haven't picked it up already, I am not a big fan of more than one or two damage items on AD bruiser ![]() |

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I don't like this item, but I suppose it is viable if you bought ![]() |

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Survival

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Survivability items are overall more viable on bruiser ![]() ![]() |

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This is a great item. ![]() ![]() ![]() ![]() |

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Another good item, but I feel it is outclassed by Frozen Heart on ![]() ![]() |

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I quite like this item because of the quick and easy armour and HP combination that it offers. Incredibly useful for splitpushing, and you do a little bit more damage than most users of this item because of
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A good item, gives you a lot of MR and even more movement speed! I don't often get this because I usually get other MR items, but if you have built ![]() |

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Used to be standard on bruiser ![]() ![]() ![]() |

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Situational, but it definitely has it's place. This used to be my "go to" armour item when I just started playing. Don't do this! Only get it if the enemy AD carry (who relies on their auto attacks for damage) is extremely fed, or you are wasting the passive. If they do get fed however, make them pay for attacking you by taking this in conjunction with ![]() ![]() |


As for jungler ganks, you have no CC, and before level 6, not much burst or chasing power. Because of this, I would rarely call for a jungler gank before you hit level 6, unless your opponent took

As for the tower, always apply pressure. One thing


I cannot stress this enough: STAY IN THE BUSHES. In the bush, enemies with targeted abilities can not hurt you unless they physically come into the bush. In this case, they risk stepping on a trap, and you will usually be out of range of their spell anyway, due to your passive. The second reason you want to be in the bush is because it drops minion aggro. When you harass your opponent, their minions will start focusing you. As a result, your minions attack theirs more than theirs attack yours. This pushes the lane, and even though

When you get your ultimate, the game changes a little. You now have very real kill potential on your opponent. You can now usually engage in very short trades with your opponent in cat form, and usually come off better than them. If not, heal, and continue farming. Usually what I try to do is harass them down to about 1/3 health or lower, depending on the character and how resistant they are to dying. Then I force an engage with cat form and try to finish them off. The good thing with


The thing you need to know is when you are able to harass without being punished. For example, if you can see everyone on your mini map, including the jungler, then you can do whatever you want without the fear of being ganked. More important though, is knowing your opponent's spells and their cooldowns. For example,



Akali
Difficulty - Medium
Akali is a relatively easy opponent before she hits level 6.
- You can harass her very easily, as she has no gap closer, and although she has a ranged spell, she will never be able to activate the mark, because she won't be able to catch you.
Akali also has no escape move. She can make herself invisible with
Twilight Shroud, but if she steps on one of your traps, then she cannot even do that.
- Once she hits level 6, you will need to be a bit more careful. You are likely still very squishy at this point, and she now has high burst as well as a great way of sticking to you.
- If you don't give her any kills, it is unlikely that she will snowball in the late game. As an assassin, if she is denied kills and farm, she will be very unhelpful for the enemy team later. Make this your goal, do not make your goal to get kills unless the jungler ganks.

Cho'Gath

Darius
Difficulty - Medium
- The difficulty of this lane is almost entirely dependent on your reactions and ability to bait.
Darius is a character that is easy to harass. He can't reach you with
Decimate, but can reach you with
Apprehend.
- In this lane, you have to avoid getting pulled by
Apprehend. If you get pulled in, you will take a large chunk of damage, especially if you haven't got your ultimate yet. However, if you can bait
Apprehend, the massive cooldown means you are now free to harass him as much as you like.
- Beware of ganks, as
Darius can do a lot of damage, especially at lower levels. If you get caught, you will almost always need to
Flash out. However,
Darius has absolutely no escape, and is pretty slow, so he is very vulnerable to your jungler ganking. Abuse this.
- Do not fight a sustained duel with him. You may feel as though you are winning, but suddenly the 5 stacks of
Hemorrhage he built on you are doing tons of DoT, and then he executes you far too easily with
Noxian Guillotine.
- This is another lane where you try not to let him snowball. Obviously, if you can get a kill without dying, go for it. But if it is risky, do not go for it. A kill for
Darius early game is a lot more devastating for your team than a kill for you.

Dr. Mundo

Elise

Fiora

Gangplank

Garen

Irelia

Jarvan IV

Jax
Difficulty - Medium
Jax is actually a fairly easy lane for
Nidalee if you play correctly. You can harass him quite easily until he gets his stun AND his jump, and then you need to start playing a bit more carefully.
- Overall, if you can dodge his stun (easy when you get level 6) then you won't have any problems with
Jax. You can kite him around, and if he jumps to you, get off a quick burst in cat form, and then jump away. However, if he does land his stun, you will take a bit of damage, but nothing on the level of
Darius or
Renekton.
- I tried
Chalice of Harmony and
Phage, and it pretty much gives you everything you need to counter
Jax. The slow from
Phage lets you kite him so easily, and
Chalice of Harmony gives you great sustain, completely outsustaining him, and some MR, as
Jax does a large amount of magic damage. He has no heal, and burns mana quite quickly, so you have the advantage in terms of sustain, and when fighting with no mana.
- Try to avoid fighting or focusing
Jax when he actives
Grandmaster-At-Arms, because he will become exceedingly difficult to kill. Luckily, in a 1v1, you can just move away from him until it is on cooldown, and then continue the fight.
Jax will get stronger in mid-late game, and there isn't much you can do about it. If you win lane hard enough though, you won't have a problem with him.

Jayce

Kayle

Kennen

Kha'Zix

Lee Sin

Malphite

Master Yi


Nasus

Nidalee
Difficulty - Medium
- Lol. This lane depends on how she builds. If she is AP, this lane is Easy. If she is AD, this lane is Hard.
- If you are against an AP
Nidalee there is very little she can do to you. At the early levels, your auto attacks will chunk her HP, and because she has almost no AP, she can't do anything back.
- Once you both hit level 6, you will always win in a straight up duel. You do a lot more damage than her overall, and unless she also took
Greater Quintessence of Movement Speed, you will be faster than her, with the
Phage procs as an added bonus.
- When she gets AP, avoid the spear. Period.
- If you are against an AD
Nidalee, well, good luck! This will be a match up that is entirely dependent on player skill, and who "counter-builds" better. Try to harass better, farm better, and pressure as much as possible.

Olaf
Difficulty - Medium
- I know I list a lot of lanes as being Medium, even if I say they are quite easy. It is because these characters can do high damage, but only if they can catch you :)
Olaf does a lot of damage, but if he misses his
Undertow, he can't catch you. This is when you harass him.
Undertow is easy to predict, but be careful, because if it hits you, you will get slowed, and he will run up to you and refresh the cooldown by picking up the axe. You will take a lot of damage from this and his
Reckless Swing if you allow him to get in range.
- His
Ragnarok is not a big worry, in fact, you will have the advantage at level 6. You don't have any CC anyway, so he will only use this for the extra armour/MR, or if the jungler ganks.
- This is the classic example of "harass until low, then switch to cat form for the kill". However, you have to be a bit careful with
Olaf, because of
Berserker Rage in conjunction with
Tough It Out allows him to fight incredibly effectively at low HP. For this reason,
Ignite him before you go for the kill if you took
Ignite. If not, you can still kill him, but make sure you have a decent amount of health left, because he is deceptively strong at low HP.

Pantheon
Difficulty - Medium
Pantheon is an AD burst assassin. The thing that makes him a bit more painful than
Kha'Zix or
Talon is his
Aegis Protection, which means he can negate a lot of your harass.
- If you get in range,
Pantheon will usually stun you with
Aegis of Zeonia, hit
Heartseeker Strike, and then finish with
Spear Shot. The problem is, before level 6, you literally cannot do anything about it. I suggest farming peacefully until level 6. If your jungler wants to gank, that is fine, as
Pantheon has no escape at all before level 6.
- Once you hit level 6, this lane gets a lot easier. The thing with
Pantheon, or any AD burst assassin really, is that once they burn their combo, you take a lot of damage, and you instinctively run away. Don't do this. They are now very weak, and you can burst them in cat form to your heart's content. In fact, you can usually get off two full burst combos before their spells are off cooldown again.
Pantheon may use
Grand Skyfall to escape. If he does this, there is nothing you can do, short of killing him, because you have no CC.
- If
Pantheon uses any of his spells, try to switch to cat form. The extra armour really helps against his burst, and you will be in a good position to fight back.

Poppy

Renekton

Rengar

Riven

Rumble

Shen

Singed
Difficulty - Easy
Singed is a pretty easy opponent for
Nidalee. To be fair, there was that one time that I laned against RF Legendary (2300 ELO if I remember correctly) and almost literally got trolled to death. But I think that was much more to do with the huge difference in player skill than anything related to the characters.
- You can harass
Singed to no end, and there is very little he can do. Most of the time he will just try to farm, so try to zone him from the minions.
- In the afore-mentioned game, RF Legendary did the famous "Farm between towers" as
Singed. Right after this, he pulled up a replay and showed exactly how to counter this kind of play. Basically, you need to harass him, punish him for being there, and get your jungler to gank. Otherwise he is getting free farm, while you are losing minions to the tower, and losing your tower as well.
- When you hit level 6,
Singed can't even use
Mega Adhesive and attempt to
Fling you anymore, because you can simply jump out of it.
- World renowned LoL rule #6: Never chase a
Singed.

Teemo
Difficulty - Hard
Teemo is one of your greatest counters as AD
Nidalee (although it appears that AP
Nidalee works fine against him).
Teemo may have a slightly shorter attack range than you, but the problem is that when you attack him, you might get one auto attack off, before he blinds you and auto attacks you in response. In short, his harass is better than your harass, and counters your harass.
- When you get level 6, the lane is still annoying, the only upside being that you are now less vulnerable to ganks. Any
Teemo who has an inkling of what he is doing will blind you when you jump near him, negating your
Takedown.
Teemo is squishy, but you rarely get the chance to abuse it.
- Once he gets level 6, avoid the bushes. They will almost always be full of
Noxious Traps, and even though your instinct is to run to them in the event of a gank, don't. You will get slowed, and possibly die.
- Just try to farm this one out.
Teemo is a pain, but it is possible to just build some MR, farm, and attempt to ignore his harass. Like you,
Teemo is a pretty bad teamfighter, his main viability comes from his
Noxious Traps, and the fact that he can wreck your AD carry by blinding them.

Tryndamere

Udyr

Vladimir

Volibear

Warwick

Wukong

Xin Zhao

Yorick

Hopefully by now, you will have more farm than your opponent, and maybe a few kills. If not, don't fret, you can still make yourself useful!
Nidalee doesn't like teamfights. She is not a character who is most at home in huge 5v5 engages. In this section, I will explain what to do in the case of a teamfight, and what else you should be doing.
1. If you haven't taken down your outer top tower, do that as soon as possible. Your goal now is to take towers, steal buffs, and be an outright pain for the opposing team, while still being able to get to your team for a teamfight.
2. Splitpush like crazy. This is the reason I take
Teleport in almost every game as AD
Nidalee. Splitpushing works like this. Your team is (usually together) somewhere on the map, defending a tower, taking a tower, objectives, and so on. Meanwhile, you, the splitpusher, are in a lane, pushing it as hard as you can, to get to the tower to try and take it down. The opposing team has two choices in this case. They can engage on your team, as a 4v5. This is one reason we take
Teleport, so that you can join your team in the event of a fight. However, if your team knows what they are doing, they will disengage as much as possible, and a teamfight will not happen.
The other option is, they will try to gank you. No matter how many people they send, this gives your team the opportunity to take the objective / turret that they were trying to get, because your team will now outnumber them. One of the reasons
Nidalee is such a good choice for splitpushing is that she can escape very easily, which means most of the time, they will not catch you.
As you can see, splitpushing works incredibly well with a team that is co-ordinated and communicates. This is why
Nidalee is team reliant, because if your team doesn't capitalise on the enemy teams absence, or tries to fight a 4v5, or simply splits up after they see you go by yourself, you will be unlikely to achieve anything.
3. If you have to teamfight, try to
Pounce the surrounding area as much as you can. The 40% armour and MR shred is massive in a teamfight, and if someone who has stepped on a trap gets focused, they will drop extremely fast. Secondly, use your spears to poke. Make sure pre-teamfight you are in human form, as you will need all your spells, while in cougar form you have no poke, no scout and no heal.
If an engage happens, you will usually heal your AD carry, or yourself, and then jump in and start dealing damage in cat form. Always make sure you are in cat form, the extra tankiness is really helpful when you are diving into a sea of AOE abilities. You rarely try to peel for your AD Carry, because you have no CC.
You choose a target, usually the AD Carry or AP Carry on the other team, and start dealing damage. It is hard to keep track of everything in a teamfight, but try and stagger your moves so that you get off as many
Sheen procs as possible. If you did well in your lane, it is quite easy to drive the enemy AD Carry completely out of the fight, because of your mobility and burst. After this, you simply focus targets until they die, and finish off stragglers.
Nidalee is good at this because of her incredible mobility, and her long range
Takedown. If the teamfight is nearing its end, you may want to switch back to human form (provided you aren't too low on health) and heal a low health teammate.
If you are losing the teamfight and have to back off, protect the rest of your team.
Nidalee is not a teamfighting character, and as a result, your team is less likely to win the next fight if your AD Carry dies, as opposed to if you die. If you can do anything that will save your teammates from certain death, do it. However, don't needlessly sacrifice yourself if your teammate would have gotten away anyway.

1. If you haven't taken down your outer top tower, do that as soon as possible. Your goal now is to take towers, steal buffs, and be an outright pain for the opposing team, while still being able to get to your team for a teamfight.
2. Splitpush like crazy. This is the reason I take



The other option is, they will try to gank you. No matter how many people they send, this gives your team the opportunity to take the objective / turret that they were trying to get, because your team will now outnumber them. One of the reasons

As you can see, splitpushing works incredibly well with a team that is co-ordinated and communicates. This is why

3. If you have to teamfight, try to

If an engage happens, you will usually heal your AD carry, or yourself, and then jump in and start dealing damage in cat form. Always make sure you are in cat form, the extra tankiness is really helpful when you are diving into a sea of AOE abilities. You rarely try to peel for your AD Carry, because you have no CC.
You choose a target, usually the AD Carry or AP Carry on the other team, and start dealing damage. It is hard to keep track of everything in a teamfight, but try and stagger your moves so that you get off as many



If you are losing the teamfight and have to back off, protect the rest of your team.

I hope you enjoyed my guide on top lane bruiser AD
Nidalee, and I hope it helped you understand her a little better! Thanks for reading, and remember to give feedback, as this is my first guide, and it would really help.

I would like to thank jhoijhoi for her guide on how to make a guide, along with the line dividers! Thank you very much! You can find her thread here: How to make a guide
8 November 2012 - Published the guide!
9 November 2012 - Added match ups for
Akali,
Darius,
Nidalee,
Teemo and
Singed (more to come!)
10 November 2012 - Added match up for
Jax
11 November 2012 - Added match ups for
Olaf and
Pantheon. Also added a paragraph about jungler ganks to the "Laning Phase" section.
16 November 2012 - Took into account a lot of the comments in the comments section, and their recommendations. Still yet to make some sections a bit less "wall of text" looking, but overall should look a bit better.
9 November 2012 - Added match ups for





10 November 2012 - Added match up for

11 November 2012 - Added match ups for


16 November 2012 - Took into account a lot of the comments in the comments section, and their recommendations. Still yet to make some sections a bit less "wall of text" looking, but overall should look a bit better.
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